Vertex shaders optimization

This commit is contained in:
raysan5
2016-01-13 17:13:28 +01:00
parent bb49102a4b
commit fb6ef2c2f4
41 changed files with 86 additions and 92 deletions

View File

@ -6,8 +6,7 @@ in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Projection and model data
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
uniform mat4 modelMatrix;
// Attributes to fragment shader
@ -21,8 +20,8 @@ void main()
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix * vertexNormal);
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}